qccgui: reworked compile prints to split the screen instead of being some other window that's hidden when fullscreened etc.
splitscreen: split spectator setting into a per-seat setting. scoreboards are now also per-seat. added parm_string global for richer map change stuff. dpp7: fixed and reinstated. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5110 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
0fad8fe37d
commit
025aeff8a4
50 changed files with 1150 additions and 813 deletions
|
@ -160,7 +160,7 @@ float V_CalcBob (playerview_t *pv, qboolean queryold)
|
|||
float hspeed, bob;
|
||||
vec3_t hvel;
|
||||
|
||||
if (cl.spectator)
|
||||
if (pv->spectator)
|
||||
return 0;
|
||||
|
||||
if (cl_bobcycle.value <= 0 || cl.intermissionmode != IM_NONE)
|
||||
|
@ -1477,9 +1477,9 @@ void V_CalcRefdef (playerview_t *pv)
|
|||
}
|
||||
|
||||
#ifdef QUAKESTATS
|
||||
if (pv->stats[STAT_HEALTH] < 0 && (!cl.spectator || pv->cam_state == CAM_EYECAM) && v_deathtilt.value) // PF_GIB will also set PF_DEAD
|
||||
if (pv->stats[STAT_HEALTH] < 0 && (!pv->spectator || pv->cam_state == CAM_EYECAM) && v_deathtilt.value) // PF_GIB will also set PF_DEAD
|
||||
{
|
||||
if (!cl.spectator || cl_chasecam.ival)
|
||||
if (!pv->spectator || cl_chasecam.ival)
|
||||
r_refdef.viewangles[ROLL] = 80*v_deathtilt.value; // dead view angle
|
||||
}
|
||||
else
|
||||
|
@ -1980,7 +1980,7 @@ void R_DrawNameTags(void)
|
|||
}
|
||||
}
|
||||
|
||||
if (((!cl.spectator && !cls.demoplayback) || !scr_autoid.ival) && (!cl.teamplay || !scr_autoid_team.ival))
|
||||
if (((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival) && (!cl.teamplay || !scr_autoid_team.ival))
|
||||
return;
|
||||
if (cls.state != ca_active || !cl.validsequence || cl.intermissionmode != IM_NONE)
|
||||
return;
|
||||
|
@ -2029,13 +2029,13 @@ void R_DrawNameTags(void)
|
|||
|
||||
if (!cl.teamplay || !scr_autoid_team.ival)
|
||||
isteam = false;
|
||||
else if ((cl.teamfortress && !cl.spectator) || cls.protocol == CP_NETQUAKE) //teamfortress should go by their colours instead, because spies. primarily this is to allow enemy spies to appear through walls as well as your own team (note that the qc will also need tinfo stuff for tf, to avoid issues with just checking player names).
|
||||
else if ((cl.teamfortress && !r_refdef.playerview->spectator) || cls.protocol == CP_NETQUAKE) //teamfortress should go by their colours instead, because spies. primarily this is to allow enemy spies to appear through walls as well as your own team (note that the qc will also need tinfo stuff for tf, to avoid issues with just checking player names).
|
||||
isteam = cl.players[i].rbottomcolor == ourcolour;
|
||||
else
|
||||
isteam = !strcmp(cl.players[i].team, ourteam);
|
||||
|
||||
if (!isteam)
|
||||
if ((!cl.spectator && !cls.demoplayback) || !scr_autoid.ival)
|
||||
if ((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival)
|
||||
continue; //only show our team when playing, too cheaty otherwise.
|
||||
|
||||
SCR_DrawAutoID(nametagorg[i], &cl.players[i], isteam);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue